Spherical light field environment capture for virtual reality using a motorized pan/tilt head and offset camera

P. Debevec, G. Downing, M. Bolas, Hsuen-Yueh Peng, Jules Urbach
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引用次数: 9

Abstract

Todays most compelling virtual reality experiences shift the users viewpoint within the virtual environment based on input from a head-tracking system, giving a compelling sense of motion parallax. While this is straightforward for computer generated scenes, photographic VR content generally does not provide motion parallax in response to head motion. Even 360° stereo panoramas, which offer separated left and right views, fail to allow the vantage point to change in response to head motion.
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球面光场环境捕获的虚拟现实使用机动平移/倾斜头和偏移相机
如今,大多数引人注目的虚拟现实体验都是基于头部跟踪系统的输入,在虚拟环境中改变用户的视角,从而产生引人注目的运动视差感。虽然这对于计算机生成的场景来说很简单,但摄影VR内容通常不会提供运动视差来响应头部运动。即使是360度立体全景,提供分开的左右视图,也不能让有利位置随着头部运动而改变。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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